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Diffstat (limited to 'drivers/gles2/shader_gles2.h')
-rw-r--r--drivers/gles2/shader_gles2.h276
1 files changed, 2 insertions, 274 deletions
diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h
index 5805432d09..ebea40e10e 100644
--- a/drivers/gles2/shader_gles2.h
+++ b/drivers/gles2/shader_gles2.h
@@ -1,4 +1,4 @@
-/*************************************************************************/
+/*************************************************************************/
/* shader_gles2.h */
/*************************************************************************/
/* This file is part of: */
@@ -104,6 +104,7 @@ private:
Vector<StringName> texture_uniforms;
Vector<StringName> custom_uniforms;
Vector<CharString> custom_defines;
+ Set<uint32_t> versions;
};
struct Version {
@@ -111,7 +112,6 @@ private:
GLuint id;
GLuint vert_id;
GLuint frag_id;
- Vector<StringName> uniform_names;
GLint *uniform_location;
Vector<GLint> texture_uniform_locations;
Map<StringName, GLint> custom_uniform_locations;
@@ -176,9 +176,6 @@ private:
int max_image_units;
- Map<uint32_t, Variant> uniform_defaults;
- Map<uint32_t, CameraMatrix> uniform_cameras;
-
Map<StringName, Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > > uniform_values;
protected:
@@ -211,246 +208,11 @@ public:
static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; }
bool bind();
void unbind();
- void bind_uniforms();
inline GLuint get_program() const { return version ? version->id : 0; }
void clear_caches();
- _FORCE_INLINE_ void _set_uniform_value(GLint p_uniform, const Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > &value) {
- if (p_uniform < 0)
- return;
-
- const Vector<ShaderLanguage::ConstantNode::Value> &values = value.second;
-
- switch (value.first) {
- case ShaderLanguage::TYPE_BOOL: {
- glUniform1i(p_uniform, values[0].boolean);
- } break;
-
- case ShaderLanguage::TYPE_BVEC2: {
- glUniform2i(p_uniform, values[0].boolean, values[1].boolean);
- } break;
-
- case ShaderLanguage::TYPE_BVEC3: {
- glUniform3i(p_uniform, values[0].boolean, values[1].boolean, values[2].boolean);
- } break;
-
- case ShaderLanguage::TYPE_BVEC4: {
- glUniform4i(p_uniform, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean);
- } break;
-
- case ShaderLanguage::TYPE_INT: {
- glUniform1i(p_uniform, values[0].sint);
- } break;
-
- case ShaderLanguage::TYPE_IVEC2: {
- glUniform2i(p_uniform, values[0].sint, values[1].sint);
- } break;
-
- case ShaderLanguage::TYPE_IVEC3: {
- glUniform3i(p_uniform, values[0].sint, values[1].sint, values[2].sint);
- } break;
-
- case ShaderLanguage::TYPE_IVEC4: {
- glUniform4i(p_uniform, values[0].sint, values[1].sint, values[2].sint, values[3].sint);
- } break;
-
- case ShaderLanguage::TYPE_UINT: {
- glUniform1i(p_uniform, values[0].uint);
- } break;
-
- case ShaderLanguage::TYPE_UVEC2: {
- glUniform2i(p_uniform, values[0].uint, values[1].uint);
- } break;
-
- case ShaderLanguage::TYPE_UVEC3: {
- glUniform3i(p_uniform, values[0].uint, values[1].uint, values[2].uint);
- } break;
-
- case ShaderLanguage::TYPE_UVEC4: {
- glUniform4i(p_uniform, values[0].uint, values[1].uint, values[2].uint, values[3].uint);
- } break;
-
- case ShaderLanguage::TYPE_FLOAT: {
- glUniform1f(p_uniform, values[0].real);
- } break;
-
- case ShaderLanguage::TYPE_VEC2: {
- glUniform2f(p_uniform, values[0].real, values[1].real);
- } break;
-
- case ShaderLanguage::TYPE_VEC3: {
- glUniform3f(p_uniform, values[0].real, values[1].real, values[2].real);
- } break;
-
- case ShaderLanguage::TYPE_VEC4: {
- glUniform4f(p_uniform, values[0].real, values[1].real, values[2].real, values[3].real);
- } break;
-
- case ShaderLanguage::TYPE_MAT2: {
- GLfloat mat[4];
-
- for (int i = 0; i < 4; i++) {
- mat[i] = values[i].real;
- }
-
- glUniformMatrix2fv(p_uniform, 1, GL_FALSE, mat);
- } break;
-
- case ShaderLanguage::TYPE_MAT3: {
- GLfloat mat[9];
-
- for (int i = 0; i < 9; i++) {
- mat[i] = values[i].real;
- }
-
- glUniformMatrix3fv(p_uniform, 1, GL_FALSE, mat);
-
- } break;
-
- case ShaderLanguage::TYPE_MAT4: {
- GLfloat mat[16];
-
- for (int i = 0; i < 16; i++) {
- mat[i] = values[i].real;
- }
-
- glUniformMatrix4fv(p_uniform, 1, GL_FALSE, mat);
-
- } break;
-
- case ShaderLanguage::TYPE_SAMPLER2D: {
-
- } break;
-
- case ShaderLanguage::TYPE_ISAMPLER2D: {
-
- } break;
-
- case ShaderLanguage::TYPE_USAMPLER2D: {
-
- } break;
-
- case ShaderLanguage::TYPE_SAMPLERCUBE: {
-
- } break;
-
- case ShaderLanguage::TYPE_SAMPLER2DARRAY:
- case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
- case ShaderLanguage::TYPE_USAMPLER2DARRAY:
- case ShaderLanguage::TYPE_SAMPLER3D:
- case ShaderLanguage::TYPE_ISAMPLER3D:
- case ShaderLanguage::TYPE_USAMPLER3D: {
- // Not implemented in GLES2
- } break;
-
- case ShaderLanguage::TYPE_VOID: {
- // Nothing to do?
- } break;
- }
- }
-
- _FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) {
-
- if (p_uniform < 0)
- return; // do none
- switch (p_value.get_type()) {
-
- case Variant::BOOL:
- case Variant::INT: {
-
- int val = p_value;
- glUniform1i(p_uniform, val);
- } break;
- case Variant::REAL: {
-
- real_t val = p_value;
- glUniform1f(p_uniform, val);
- } break;
- case Variant::COLOR: {
-
- Color val = p_value;
- glUniform4f(p_uniform, val.r, val.g, val.b, val.a);
- } break;
- case Variant::VECTOR2: {
-
- Vector2 val = p_value;
- glUniform2f(p_uniform, val.x, val.y);
- } break;
- case Variant::VECTOR3: {
-
- Vector3 val = p_value;
- glUniform3f(p_uniform, val.x, val.y, val.z);
- } break;
- case Variant::PLANE: {
-
- Plane val = p_value;
- glUniform4f(p_uniform, val.normal.x, val.normal.y, val.normal.z, val.d);
- } break;
- case Variant::QUAT: {
-
- Quat val = p_value;
- glUniform4f(p_uniform, val.x, val.y, val.z, val.w);
- } break;
-
- case Variant::TRANSFORM2D: {
-
- Transform2D tr = p_value;
- GLfloat matrix[16] = { /* build a 16x16 matrix */
- tr.elements[0][0],
- tr.elements[0][1],
- 0,
- 0,
- tr.elements[1][0],
- tr.elements[1][1],
- 0,
- 0,
- 0,
- 0,
- 1,
- 0,
- tr.elements[2][0],
- tr.elements[2][1],
- 0,
- 1
- };
-
- glUniformMatrix4fv(p_uniform, 1, false, matrix);
-
- } break;
- case Variant::BASIS:
- case Variant::TRANSFORM: {
-
- Transform tr = p_value;
- GLfloat matrix[16] = { /* build a 16x16 matrix */
- tr.basis.elements[0][0],
- tr.basis.elements[1][0],
- tr.basis.elements[2][0],
- 0,
- tr.basis.elements[0][1],
- tr.basis.elements[1][1],
- tr.basis.elements[2][1],
- 0,
- tr.basis.elements[0][2],
- tr.basis.elements[1][2],
- tr.basis.elements[2][2],
- 0,
- tr.origin.x,
- tr.origin.y,
- tr.origin.z,
- 1
- };
-
- glUniformMatrix4fv(p_uniform, 1, false, matrix);
- } break;
- case Variant::OBJECT: {
-
- } break;
- default: { ERR_FAIL(); } // do nothing
- }
- }
-
uint32_t create_custom_shader();
void set_custom_shader_code(uint32_t p_code_id,
const String &p_vertex,
@@ -467,18 +229,6 @@ public:
uint32_t get_version_key() const { return conditional_version.version; }
- void set_uniform_default(int p_idx, const Variant &p_value) {
-
- if (p_value.get_type() == Variant::NIL) {
-
- uniform_defaults.erase(p_idx);
- } else {
-
- uniform_defaults[p_idx] = p_value;
- }
- uniforms_dirty = true;
- }
-
// this void* is actually a RasterizerStorageGLES2::Material, but C++ doesn't
// like forward declared nested classes.
void use_material(void *p_material);
@@ -486,31 +236,9 @@ public:
_FORCE_INLINE_ uint32_t get_version() const { return new_conditional_version.version; }
_FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; }
- void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) {
-
- uniform_cameras[p_idx] = p_mat;
- uniforms_dirty = true;
- }
-
- _FORCE_INLINE_ void set_texture_uniform(int p_idx, const Variant &p_value) {
-
- ERR_FAIL_COND(!version);
- ERR_FAIL_INDEX(p_idx, version->texture_uniform_locations.size());
- _set_uniform_variant(version->texture_uniform_locations[p_idx], p_value);
- }
-
- _FORCE_INLINE_ GLint get_texture_uniform_location(int p_idx) {
-
- ERR_FAIL_COND_V(!version, -1);
- ERR_FAIL_INDEX_V(p_idx, version->texture_uniform_locations.size(), -1);
- return version->texture_uniform_locations[p_idx];
- }
-
virtual void init() = 0;
void finish();
- void set_base_material_tex_index(int p_idx);
-
void add_custom_define(const String &p_define) {
custom_defines.push_back(p_define.utf8());
}